HI , i'm working with GLSL shader and i'm trying to develop a clouds shader without texture3D. I mean, I want use Perline Noise inside the fragment shader. Does it make sense to you? Do you think it will be faster than using software computed 3d texture ?Thank Bye

noise() in GLSL isn't implemented on most cards (only crazy high end 3dlabs cards IIRC), so it'll always return 0. Theres various replacement functions floating around the net you might want to try as a replacement, or maybe just go with a 2d texture if you can live with 2d noise. If your cloud shader is heavy on calculations then a texture based noise would probably be quicker as you can hide the lookup latency between the arithmetic instructions.

noise() in GLSL isn't implemented on most cards (only crazy high end 3dlabs cards IIRC), so it'll always return 0. Theres various replacement functions floating around the net you might want to try as a replacement, or maybe just go with a 2d texture if you can live with 2d noise. If your cloud shader is heavy on calculations then a texture based noise would probably be quicker as you can hide the lookup latency between the arithmetic instructions.

may you show me better why do you think going with a 2d tex will be faster? thank you very much. bye

noise() in GLSL isn't implemented on most cards (only crazy high end 3dlabs cards IIRC), so it'll always return 0. Theres various replacement functions floating around the net you might want to try as a replacement, or maybe just go with a 2d texture if you can live with 2d noise. If your cloud shader is heavy on calculations then a texture based noise would probably be quicker as you can hide the lookup latency between the arithmetic instructions.

How could i hide the lookup latency between the arithmetic instruction?bye

noise() in GLSL isn't implemented on most cards (only crazy high end 3dlabs cards IIRC), so it'll always return 0. Theres various replacement functions floating around the net you might want to try as a replacement, or maybe just go with a 2d texture if you can live with 2d noise. If your cloud shader is heavy on calculations then a texture based noise would probably be quicker as you can hide the lookup latency between the arithmetic instructions.

So in the end , in your opinion which is the better way (faster ) to develope a cloud shader : prepassing a texture or implementing a noise() function inside the shader???

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